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sim:start [2017/11/27 01:36] jimssim:start [2017/12/01 16:24] (current) jims
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 For now, this "game" is nothing more than a few notes -- and is far from For now, this "game" is nothing more than a few notes -- and is far from
-playable.  Eventually, I would like it to be either a computer simulation +playable.  Eventually, I would like it to be either a computer simulation that 
-that can be run without human intervention -- or a full-fledged game playable +can be run without human intervention -- or a full-fledged game playable in a 
-in a play-by-email format.+play-by-email format.
  
 -jds, 25 Nov 2017 -jds, 25 Nov 2017
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 ==== Overview ==== ==== Overview ====
  
-The game consists of a [[map]] detailing a number of [[communities]] -- each with its +The game consists of a [[#map]] detailing a number of [[#communities]] -- each 
-own set of [[characteristics]] and [[skills]].  Play consists of each community (in secret) +with its own set of [[#characteristics]] and [[#skills]].  Play consists of each 
-determining how to [[move]] its resources and then what [[action]] (if any) to +community (in secret) determining how to [[#move]] its resources and then what 
-take.  Once all communities have made these decisions, all moves and actions are +[[#actions]] (if any) to take.  Once all communities have made these decisions, 
-revealed -- and the [[consequences]] are determined.  Finally, one or more random +all moves and actions are revealed -- and the [[#consequences]] are determined. 
-[[Events]] are resolved.+Finally, one or more random [[#Events]] are resolved.
  
-These turns are repeated until the players get bored or a pre-determined end condition is reached.+These turns are repeated until the players get bored or a pre-determined end 
 +condition is reached. 
 + 
 +==== Map ==== 
 + 
 +The map is the playing field of the game.  It's only required feature is to 
 +determine which communities are neighbors to each other. 
 + 
 +The game was conceived using a hex grid for its map -- where each hex represents 
 +a single community.  Thus, each community would have exactly six neighbors. 
 +However, more complex maps in any configuration could be used. 
 + 
 +Three of the [[#characteristics]] are defined by the map: [[#Land]], 
 +[[#Resources]], and [[#Defense]]. 
 + 
 +//A variant rule would be to assign different Defense values for each entry 
 +point into the sector.  (For a hex grid, this would usually mean six different 
 +values).// 
 + 
 +==== Characteristics ==== 
 + 
 +=== Land === 
 +  * Fixed value -- based on [[#map]] 
 +  * Defines how much Arable Land is available to the community 
 +  * Required by Farmers to produce Stores 
 + 
 +=== Resources === 
 +  * Fixed value -- based on [[#map]] 
 +  * Defines how many Natural Resources are available to the community 
 +  * Required by Producers to produce Wealth 
 + 
 +=== Defense === 
 +  * Fixed value -- based on [[#map]] 
 +  * Reduces effectiveness of invasion by neighbors 
 + 
 +=== Population === 
 +  * Open-ended, Initially 1-100 
 +  * Can be split between: 
 +    * Farmers -> with [[#Farming]], produces Stores 
 +    * Producers -> with [[#Production]], produces Wealth 
 +    * Military -> with [[#Attack]], used to attack neighbors; with [[#Combat]], used to defend against neighbors 
 +  * Increases naturally 
 +  * Low farming reduces 
 +  * High population reduces 
 + 
 +=== Infrastructure ==== 
 +  * Open-ended, Initially 1-100 
 +  * Decreases naturally (can be maintained by expending wealth) 
 +  * Required for Production 
 + 
 +=== Wealth ==== 
 +  * Open-ended, Initially 1-20 
 +  * Decreases naturally 
 +  * High attracts wars/raids 
 +  * Low reduces Infrastructure 
 + 
 +=== Stores ==== 
 +  * Limited by Infrastructure, Initially 1-20 
 +  * Reduces naturally 
 +  * MUST be used to feed Population 
 +  * Can be bought with wealth using Diplomacy skill 
 +  * Can be used to offset Farming shortage 
 + 
 +==== Skills ==== 
 + 
 +=== Farming === 
 +  * When combined with Farmers, feeds population or increases Stores 
 + 
 +=== Production === 
 +  * Produces Wealth 
 +  * Produces Infrastructure 
 + 
 +=== Attack === 
 +  * When combined with Military, allows attack on neighbor 
 +  * When used, this provides a penalty to Defense skill 
 + 
 +=== Defense === 
 +  * When combined with Military, defends against neighbor 
 + 
 +=== Loyalty === 
 +  * Used to avoid Uprisings 
 + 
 +=== Intelligence === 
 +  * Used to spy on neighbors 
 + 
 +=== Diplomacy === 
 +  * Can be used to buy Stores from neighbors 
 +  * Gives Military "reach" 
 +  * "Range penalties" occur the farther away the target community is 
 + 
 +=== Magic === 
 +  * Can be used to enhance (most?) other skills 
 +  * Used to defend against SOME natural disasters 
 + 
 +=== Piety === 
 +  * Can be used to enhance (most?) other skills 
 +  * Used to defend against MOST (ALL?) natural disasters 
 + 
 +==== Moves ==== 
 + 
 +Each turn consists of a "Move" and an [[#actions|"Action"]].  The moves from 
 +//all// communities are resolved before any actions are resolved. 
 + 
 +The Move allows the community to redistribute [[#Population]] units between 
 +Farmers, Producers, and Military. 
 + 
 +No more than 20 units can be shifted in each turn. 
 + 
 +==== Actions ==== 
 + 
 +After each community's "[[#Move]]" is completed, the actions are resolved. 
 + 
 +First, all "[[#Initial]]" actions happen, then the "[[#Planned]]" action occurs. 
 +Finally, at the end of the turn, the "[[#Automatic]]" actions occur. 
 + 
 +=== Initial === 
 + 
 +Each turn has a series of "Initial" actions.  These are: 
 + 
 +  * Farmers produce Stores 
 +  * Producers produce Wealth 
 +  * Population consumes Stores 
 + 
 +=== Planned === 
 + 
 +Only one planned action is allowed per turn and may be one of the following: 
 + 
 +== Attack == 
 +  * Use Attack to attack neighbor 
 +  * Provides penalty to Defense for rest of turn 
 +  * Can target any stat (Population, Infrastructure, Wealth, or Stores) 
 +     * Each has its own mechanism, but all are defended by Military(Defense) 
 + 
 +== Import == 
 +   * Use Diplomacy to buy Stores from neighbor 
 + 
 +== Non-combat intervention == 
 +   * Use skill(s) to affect neighbor 
 +   * Can target any skill (?) 
 +      * Each has its own mechanism 
 + 
 +=== Automatic === 
 + 
 +At the end of each turn, the "Automatic" actions occur: 
 + 
 +  * [[#Characteristics]] decay or grow 
 +  * [[#Events]] occur 
 +  * More??? 
 + 
 +==== Consequences ==== 
 + 
 +This is the meat of the game... 
 + 
 +Each of the [[#actions]] has consequences.  And they are determined using one of 
 +the [[#characteristics]] and one of the [[#skills]]. 
 + 
 +==== Events ==== 
 + 
 +Some events affect only one community, while others affect //all// communities. 
 + 
 +  * Plague -> Reduces Population 
 +  * Blight -> Reduces Farming 
 +  * Earthquake -> Reduces Infrastructure and Population 
 +  * Storm -> Reduces Infrastructure and Population 
 +  * Magic -> 
 +  * Divine -> 
 +  * Uprising -> 
 +  * High-level PCs -> (comic effect)
  
sim/start.1511768210.txt.gz · Last modified: 2017/11/27 01:36 by jims